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Armoured Commander II News

Update 5.2.1

A minor update today with some small changes and fixes. Changelog follows:

Changelog for 5.2.1

ADD: Player can skip animations by pressing Tab or Enter
ADD: Chance of Stone Building unit terrain in Villages zones
ADD: Missing crewmen in T-28 M34
CNG: If player is in a Heavy Tank, maximum squad size increased to three total
FIX: Corrections to weapon RoF ratings
FIX: Input prompt displays on attack console not being cleared after RoF attack starts
FIX: Player squadmates being spawned before they were historically available
FIX: If player tank was knocked out after being immobilized, don't display message that it was recovered
FIX: Incorrect air support level defined for one week of the Desert Rats campaign, which can lead to a crash

Update 5.2.0

A major-minor update today, a few minor changes and fixes, plus the addition of the Desert Rats campaign covering September 1940 - December 1941. As always, please report crashes and bugs in the discussion board. Changelog follows:

Changelog for 5.2.0

ADD: Desert Rats campaign, September 1940 - December 1941
ADD: German Unit definitions: 15cm sIG 33, 10.5cm leFH 18, 10cm sK 18, 15cm sFH 18
CNG: Fate Points campaign option is now optional for entry into campaign records
CNG: Removed breakdown check during reposition move actions (including overrun)
CNG: Close combat attacks now use rear armour value of armoured target
FIX: Animation locations when unit is on overrun

Update 5.1.4

Very minor update to fix a crash when player unit is destroyed by air attack.

Update 5.1.3

An important update that fixes some weirdness with weapon ranges not being set properly:

Changelog for 5.1.3

ADD: Italian AI units: AB 40, AB 41, 37/45 AT Gun, 65/17 Mountain Gun, 75/27 Gun, 100/17 Gun, Fiat 626, Ju 87 Picchiatello
CNG: "Direct Fire" command now available to the Commander/Gunner position as well
FIX: Bug where some weapon stats were not being set properly upon unit spawn

Update 5.1.2

Some minor changes and fixes in this update, and one long awaited addition: at the end of campaign you will have the option of starting a new campaign with your surviving crew, if there is a later campaign for the same nation available. I've tested this out and it seems to work fine, but please do treat it as a bit of an experimental feature, and do report any weirdness you see happening when continuing into a new campaign. Changelog follows:

Changelog for 5.1.2

ADD: Key input reminders for scrolling through campaign categories on campaign selection menu
ADD: Possible for player unit to explode upon being knocked out, chance increases if KOed by a hull hit, if hit by large-calibre gun, and if carrying extra ammo, if no protected storage for ammo
ADD: After campaign is finished, option of continuing in a later campaign with surviving crewmen
CNG: Unit type definitions now loaded once and stored in session object, should be faster
FIX: Multiple commands being added to a crewman's command list, which could result in inability to scroll through list past the double command
FIX: Improved objective placement function, should be a little faster and should not place objectives in bad locations
FIX: Possible bug if player replaces their tank, new tank may not be recognizes as being the player unit for game purposes